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The City Guard
General Discussion
stopping Fanatics
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Topic: stopping Fanatics (Read 793 times)
Derick
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Grand Master
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stopping Fanatics
«
on:
February 23, 2009, 05:52:44 AM »
My opponent released 2 fanatics. they were about 100mm apart
I used my fast cav spiders(125mm wide) to finish movement on top of both of them, taking out both the fanatics and my unit.
A charge was not declared, was this too cheesy a move?
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Simon
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Re: stopping Fanatics
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Reply #1 on:
February 23, 2009, 06:33:36 AM »
no...
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Josh
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Re: stopping Fanatics
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Reply #2 on:
February 23, 2009, 09:53:05 AM »
No, that's totally fine. However, can you voluntarily finish your move on top of a fanatic? I don't know about that, but assuming you could, as I understand the fanatic rules it would have gone like this:
- Move fast cav onto fanatics.
- Resolve damage done by fanatics normal D6 hits each
- Resolve panic checks, if failed the fanatics stay alive.
- Fanatics death throws (fanatics are removed).
- If a panic check wasn't made before the death throws, resolve it now.
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Gratnuk Ironfist
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Re: stopping Fanatics
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Reply #3 on:
February 24, 2009, 11:36:27 AM »
Wouldn't it count as combat though, therefore you would have had to charge them?
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Xander
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Re: stopping Fanatics
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Reply #4 on:
February 24, 2009, 02:16:41 PM »
Quote from: Gratnuk Ironfist on February 24, 2009, 11:36:27 AM
Wouldn't it count as combat though, therefore you would have had to charge them?
you can't charge fanatics, only move through them. If you finish your move on one the unit takes the usual hits + Death throes (ie 2D6 S5 hits) then the fanatic dies.
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Josh
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Re: stopping Fanatics
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Reply #5 on:
February 26, 2009, 10:09:12 AM »
I was wrong...
Q. If a unit ends its movement on top a fanatic, does the unit take 2D6
hits (and resolve any necessary panic test)? Or does the unit take D6 hits
when first contacting the fanatic (resolving any necessary panic test)
and then, if it does not panic, move on top of the Fanatic and take a
further D6 hits (resolving any necessary panic test)?
A. When a unit ends its movement on top of a fanatic, the fanatic is
removed, the unit takes 2D6 hits, and then resolves any necessary panic
test.
S. Orcs & Goblins Army Book page 25 / Direwolf FAQ Council Interpretation
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